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Battle Ground schools graduation rate climbs to highest level in a decade

Battle Ground Public Schools’ class of 2024 had the highest graduation rate in 10 years. The district is setting its sights even higher for this year’s cohort. In 2024, the district’s graduation rate was 81.8 percent, just 1 percentage point below the state average and up from 75.5 percent in 2014. District officials say that […]

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Battle Ground Public Schools’ class of 2024 had the highest graduation rate in 10 years. The district is setting its sights even higher for this year’s cohort.

In 2024, the district’s graduation rate was 81.8 percent, just 1 percentage point below the state average and up from 75.5 percent in 2014. District officials say that improvement is thanks to efforts to offer students alternative paths to graduation.

“One thing that we do have now that we didn’t 10 years ago is many more students who are attending our alternative schools than there were in the past,” said Travis Drake, director of instructional leadership for middle, high and alternative learning schools. “So now that we have more alternatives, students are able to find a model that works for them.”

As the third largest Clark County school district, Battle Ground fell slightly behind graduation rates in Vancouver (83.6 percent) and Evergreen (91.7 percent) in 2024, according to the state Office of Superintendent of Public Instruction.

Two of the Battle Ground school district’s five alternative high schools — Character Academics for the Marketplace, or CAM, Academy and Battle Ground Virtual Academy — exceeded the state’s average graduation rate. So did the district’s two traditional high schools, Battle Ground and Prairie.

At CAM Academy, a rigorous instruction program for third through 12th grades, students attend most days on campus and one at home. River HomeLink is another option for students to learn in programs in classrooms and at home through parent-partnered support.

Summit View High School is available for students ages 14 to 21 who need individualized learning because they work, take care of children or have other needs. Battle Ground Virtual Academy offers students a fully online option.

“I think our teachers deserve a tremendous amount of credit. One, for making it through COVID, and then two, supporting the different types of students that have been created because of COVID in that experience,” Drake said.

Battle Ground High School counselor Myke Pace said learning, especially after the COVID-19 pandemic, has become more relevant to students’ interests and future goals.

“I know being in a high school and talking to juniors and seniors during COVID, a lot of their goals changed from maybe wanting to go to college, to not wanting to go to college and wanting to go to work or wanting to join the military,” he said. “There became a focus more on (personalizing) this to what students want to do because they were struggling to get engaged after being at home for so long.”

Battle Ground also offers an opportunity for students to redo some or all of a course they failed so they can earn credit. Schools designate time for those who need individualized help with any of their classes, a district news release states.

A newer program, Center for High School Success, allows ninth-graders to earn six credits by the end of the year, putting them on track to graduate.

“At least in our school, it’s not just throwing kids on a computer and having them do a credit recovery class,” Pace said. “We have teachers who are monitoring them, and we have (teacher) aides in there helping them get through the class so they’re actually not just jumping through the hoops, they’re learning something along the way.”

Pace said teachers also provide students an opportunity to recover a unit if they fail a course to prove they’ve learned the content for the teacher to change their grade.

“I think a big part of having those programs is just those students having hope and feeling like they can get it done,” he said. “Because if they feel like they can’t do it, they are just going to quit, or they’re going to drop out.”





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Ahead of the Brisbane Olympics, it’s time for Australia to get serious about esports

Most of us have heard of esports but many don’t realise the fast-growing world of competitive video gaming features tournaments, university scholarships and billions of dollars in revenue. As we approach the 2032 Brisbane Olympic and Paralympic Games, it’s time for Australia to develop esports talent pathways and invest in infrastructure. Doing so would create […]

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Most of us have heard of esports but many don’t realise the fast-growing world of competitive video gaming features tournaments, university scholarships and billions of dollars in revenue.

As we approach the 2032 Brisbane Olympic and Paralympic Games, it’s time for Australia to develop esports talent pathways and invest in infrastructure.

Doing so would create social benefits and economic opportunities, creating jobs in game development, content creation, events and tourism.

The athletes

For those unaware, esports refers to the organised, competitive playing of video games. All esports are video games but not all video games are esports.

Esports players compete in competitions ranging from online ranked play (where you get an Elo rating, like chess) to live, in-person tournaments.

Popular games include League of Legends, Dota 2 and Counter-Strike.

Professional players compete in leagues and tournaments, online or in packed stadiums.

Like most pro athletes, these players often train with their teams daily, and many also train by themselves informally. During training, they are honing reflexes, refining tactics and analysing opponents.

Some competitions offer prize pools worth millions and global audiences can rival major traditional sports broadcasts.

Like traditional sports, esports athletes are scouted young, attend development academies and receive university scholarships.

An Olympic horizon?

Esports has been around in some form since the 1970s but it’s exploded into the mainstream in the past decade.

Unlike traditional sports, which depend on TV deals and fixed broadcast schedules, esports live online. Events are streamed on platforms like Twitch and YouTube, letting fans tune in from anywhere in the world.

Much of the global momentum comes from Asia. South Korea is often credited with legitimising esports through the Starcraft boom of the early 2000s.

Today, China, Japan and other nations have government-backed esports strategies, dedicated arenas and thriving pro circuits.

The International Olympic Committee (IOC)’s announcement of the 2027 Esports Games marks a significant step.

While not part of the main Olympics, this event is a signal esports is valued for its skill, global reach and cultural impact.

With Brisbane to host the 2032 Olympic and Paralympic Games, this may be Australia’s moment to step up by building talent development pathways and investing in major infrastructure: purpose-built training centres, venues for live competition and streaming and systems to support players from grassroots to elite levels.

What’s happening in Australia?

Australia is home to a growing esports community, with thousands of young Australians competing in national and international tournaments.

Esports have become a central part of youth culture, from local high school leagues to university tournaments.

Australia has already shown it can host major international esports events. Over the past decade, we’ve hosted qualifiers for titles such as Counter-Strike, Dota 2 and League of Legends.

Flagship events such as Intel Extreme Masters (IEM), one of the most prestigious esports tournaments globally, continue to highlight Australia’s potential: in 2019, IEM Sydney drew thousands of fans and international teams, filling stadiums and putting Australia on the global esports map.

More recently, IEM Melbourne in April this year brought Counter-Strike 2 back to local fans.

If the right infrastructure is developed here, Australia could become a regular destination for international esports tournaments.

On the education front, universities such as Queensland University of Technology, Swinburne and Southern Cross are leading the way with esports degrees, scholarships and research centres.

These programs don’t just train players, they prepare students for careers in broadcasting, game development, coaching and performance science.

Despite limited national support, some states and councils are experimenting with community programs, while broadcasters such as ESL Australia continue to grow local events and coverage.

Challenges and opportunities

Australia’s esports industry boasts immense potential, but it still faces significant challenges.

The biggest hurdle is a lack of national investment and infrastructure.

Unlike traditional sports, esports have no central body coordinating funding, training or pathways from amateur to professional. While other countries are investing in esports stadiums and elite teams, Australia has largely left the sector to develop on its own.

Another issue is cultural: esports still struggle for full acceptance from sporting bodies, schools and sections of government.

Without a coordinated effort to integrate esports into national sporting strategy, Australia risks being left behind.

Yet the opportunities are clear.

The IOC’s 2027 Esports Games could be a turning point. Ahead of Brisbane 2032, Australia is uniquely positioned to lead a national commitment to esports infrastructure and player development.

Brisbane’s organisers could also advocate for esports’ inclusion in the 2032 Olympics, which could position Australia as a leading contender in this emerging field.

There’s also a chance to combine esports with Australia’s world-class research in sports science and mental health: Australia is leading the way in developing health-focused research and initiatives that address player wellbeing from grassroots to professional levels.

With the right support, Australia could shift from spectator to serious player.



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Grinding at the Game Pays Off for UNCG Esports

No one will call UNC Greensboro’s Esports community a bunch of “newbs” after this incredible year. Just a few months in, its current teams began blowing past high scores and records in matches against longstanding collegiate players. Because at UNCG, it’s all about the love of the game. The 2024-25 academic year became “Year Zero” […]

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No one will call UNC Greensboro’s Esports community a bunch of “newbs” after this incredible year. Just a few months in, its current teams began blowing past high scores and records in matches against longstanding collegiate players.

Because at UNCG, it’s all about the love of the game.

The 2024-25 academic year became “Year Zero” for fielding varsity-like esports teams at the competitive collegiate levels, and UNCG eclipsed every expectation set before them.

“Each of us possesses a different set of skills that enable us to work so successfully as a team,” says Grace Zobkiw, a high-ranking player in Overwatch 2. “From the smallest tips and tricks to full on gameplay review, each team member has something to offer the others that improves our team performance. We have made so much progress in this way from the beginning of the year to now.”

There are currently two premier esports teams at the University for separate game titles: Super Smash Bros. Ultimate and Overwatch 2. Made up of 15 students in total, they compete every week across 2-3 collegiate leagues, proving that we are a top esports program in the collegiate landscape.

UNCG esports players playing in front of a console.

Esports Team Achievements 

In Year Zero, the Esports team bagged a lot of high scores and wins: 

  • UNCG won Spring 2025’s Playfly Grand Championship (a $2,000 prize).
  • UNCG beat more than 500 schools to secure the NECC Nationals’ collegiate league and the NACE championships for Super Smash Bros.
  • The Overwatch 2 squad placed in the Top 18 out of more than 300 schools nationally in the NACE playoffs.
  • The “Smash” team won the “Cavalier Clash” collegiate tournament in Virginia (a $1,300 prize pools).

Furthermore, the team currently has the top-ranked Smash player in North Carolina. Jordan Marelli is in the Top Three on the team and among the Top 150 players in North America. On the Overwatch side, Zobkiw started in the Platinum rank (Top 50%) and is now in High Master Tier (Top 2%).

“The most rewarding part of being on a team at UNCG has been the many social connections I’ve had the opportunity to make,” says Zobkiw. “I have made so many new friends this year because of my time on the esports team.”

They Play to Win, But All in Good Fun 

It may be Year Zero, but the groundwork had already been laid for a successful esports community at UNCG. The Esports club first took shape in 2012 as a League of Legends group. With the opening of the new Esports Arena in 2022, the momentum around the gaming community has held through each year.

As of Spring 2025, the club has around 1,600 members; 120 of them compete across 11 teams. Both teams attended tournaments in New York, Miami, Sandusky, Chicago, and other locations. Moreover, UNCG competes through three of the five big organizations: NACE, NACC, and Playfly.

Zobkiw says, “To any incoming students interested in esports I will say this: It can seem a bit intimidating at first to take a step into the arena, but once you do you will find the friendliest environment on campus. It offers so much, from new friendships to competitive opportunities, and I owe so much of my positive experiences at UNCG to the people there.”

What comes next after Year Zero? Dozens of students are asking about how to get involved. With all that excitement, UNCG Esports has proven they’re ready for the next stage.

And other teams better watch out! UNCG loves a challenge.

Story by Janet Imrick, University Communications; with contributions by Zach Ephlin, UNCG Esports
Photography by Sean Norona, University Communications; and Zach Ephlin, UNCG Esports

Gamers in esports arena.



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Jordan Warren Promoted to Head Coach of UAH Men’s Lacrosse

Story Links HUNTSVILLE | UAH Director of Athletics Dr. Cade Smith has announced the promotion of Jordan Warren to head coach of the UAH men’s lacrosse program after being the top assistant for the Chargers over the past four seasons.   “I am proud to announce Jordan Warren as the leader of […]

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HUNTSVILLE | UAH Director of Athletics Dr. Cade Smith has announced the promotion of Jordan Warren to head coach of the UAH men’s lacrosse program after being the top assistant for the Chargers over the past four seasons.
 
“I am proud to announce Jordan Warren as the leader of the UAH men’s lacrosse program,” Dr. Smith said. “Jordan is a person of incredible character and work ethic, which has helped mold the UAH men’s lacrosse culture over the past four years. I am excited to see him take the reins of the program and I believe he will continue to make a positive impact for UAH men’s lacrosse and the department as a whole.”
 
Warren has helped the Chargers achieve 29 wins in his time on the UAH bench, including back-to-back 10-win seasons in 2022 and 2023. In 2025, he mentored seven All-Peach Belt Conference honorees for the Chargers.
 
“Thank you to UAH President Dr. Chuck Karr and Dr. Smith for this opportunity to lead the UAH men’s lacrosse program,” Warren said. “I am honored to be named the fourth head coach in team history and I’m very excited for the future of our program. I plan to build on our past success and have a standard of culture that will help us accomplish our goals.”
 
Before Huntsville, Warren grew up in the Cumberland Valley of south-central Pennsylvania.
 
Upon graduation from high school Warren decided to forgo his college offers, choosing to enlist in the United States Marine Corps from 2008-2013. During his five-year enlistment Warren played for the Marine Corps lacrosse team and had the opportunity to play against Ryukyu University of Okinawa, Japan, in 2010.
 
During his enlistment Warren spent three years overseas serving tours to Afghanistan and the Pacific on the USS Bonhomme Richard. While stationed in Camp Pendleton California, Warren coached with the Carlsbad youth lacrosse program.
 
After earning his honorable discharge, Warren left the Marine Corps, enrolling and playing lacrosse at NCAA Division III Houghton College in western New York.
 
Additionally, Warren holds a degree from UAH with a Bachelor of Arts.



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PBC Releases Women’s Tennis Team of Academic Distinction

Story Links AUGUSTA, GA — The Peach Belt Conference has released the 2024-25 women’s tennis Team of Academic Distinction, presented by Barnes & Noble College.  The team is a part of the PBC’s larger initiative to celebrate the academic achievements of PBC student-athletes. To be eligible for the team, a student-athlete must […]

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AUGUSTA, GA — The Peach Belt Conference has released the 2024-25 women’s tennis Team of Academic Distinction, presented by Barnes & Noble College.  The team is a part of the PBC’s larger initiative to celebrate the academic achievements of PBC student-athletes.

To be eligible for the team, a student-athlete must 1) participate in at least half of his/her team’s events and be either a starter or significant contributor; 2) achieved a 3.50 cumulative grade point average (on a 4.0 scale) and 3) completed at least one full academic year at his or her current institution and has reached sophomore athletic eligibility. The Peach Belt Conference Sports Information Directors oversee the program.

Barnes & Noble College currently operates more than 1,400 campus bookstores and their school-branded e-commerce sites, serving more than 6 million college students and faculty nationwide. As a strategic partner, Barnes & Noble College is a retail and learning company. The company is headquartered in Basking Ridge, New Jersey.

 


























Name Institution Year Hometown GPA Major (Minor)
Annie Adams Columbus State Grad. Fortson, Ga. 3.50 Master of Business Administration
Madeline Barnes Georgia Southwestern Jr. Leesburg, Ga. 3.60 Accounting
Shradha Chhabra Georgia College & State University Sr. New Dehli, India 3.81 Psychology (Criminal Justice)
Luciana Bejarano Cuellar Augusta So. Santa Cruz, Bolivia 3.90 Business Administration
Melissa Duarte Georgia Southwestern So. Brasília, Brazil 3.59 Computer Science
Mille Elsborg Lander Sr. Roskilde, Denmark 3.81 Biology
Andrea Gonzalez Augusta Jr. Saltillo, Mexico 3.92 Business Administration
Nikoline Gullacksen Columbus State Jr. Helsingor, Denmark 3.81 International Business
Dana Heimen Flagler Jr. Ketsch, Germany 3.56 Business
Eryka Kruk Flagler Jr. Minsk, Belarus 3.86 Business
Sofia Lauretti Columbus State So. Rome, Italy 3.50 Business
Bailee Martin Lander Jr. Perth, Australia 3.90 Business Administration
Isadora Oliveira Columbus State Grad. Sao Paulo, Brazil 4.00 Cybersecurity
Julieta Palma Augusta So.

3.90 Business Administration
Laura Pesickova Columbus State Jr. Milevsko, Czech Republic 3.62 Business
Giovanna Piedemonte Patrocinio Augusta So. Sao Paulo, Brazil 3.50 Kinesiology
Hannah Panchal Lander Sr. Upminster, England 4.00 Exercise Science
Mariana Ramirez Columbus State Grad. Pereira, Colombia 3.83 Master of Business Administration
Chiara Santoro Georgia College & State University Sr. Santa Ursula, Spain 3.93 Exercise Science
Camila Taborga Augusta So. La Paz, Bolivia 3.61 Kinesiology
Victoria Conde Vendrell Georgia College & State University Jr. Paris, France 3.76 Psychology
Maria Jose Zarza Lander So. Asuncion, Paraguay 3.77 Business Administration



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PBC Announces Men’s Tennis Team of Academic Distinction

Story Links AUGUSTA, GA — The Peach Belt Conference has released the 2024-25 men’s tennis Team of Academic Distinction, presented by Barnes & Noble College.  The team is a part of the PBC’s larger initiative to celebrate the academic achievements of PBC student-athletes. To be eligible for the team, a student-athlete must […]

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AUGUSTA, GA — The Peach Belt Conference has released the 2024-25 men’s tennis Team of Academic Distinction, presented by Barnes & Noble College.  The team is a part of the PBC’s larger initiative to celebrate the academic achievements of PBC student-athletes.

To be eligible for the team, a student-athlete must 1) participate in at least half of his/her team’s events and be either a starter or significant contributor; 2) achieved a 3.50 cumulative grade point average (on a 4.0 scale) and 3) completed at least one full academic year at his or her current institution and has reached sophomore athletic eligibility. The Peach Belt Conference Sports Information Directors oversee the program.

Barnes & Noble College currently operates more than 1,400 campus bookstores and their school-branded e-commerce sites, serving more than 6 million college students and faculty nationwide. As a strategic partner, Barnes & Noble College is a retail and learning company. The company is headquartered in Basking Ridge, New Jersey.

 

















Name Institution Year Hometown GPA Major (Minor)
Samer Al Tori Columbus State So. Bat Yam, Israel 3.90 Finance
Gabe Cizek Georgia College & State University Sr. Prague, Czech Republic 3.82 Exercise Science
Ludvig Danielsson Lander Sr. Ahus, Sweden 3.94 Business Administration
Aly El Rafie Flagler So. Cairo, Egypt 3.74 Finance
Ismail ElShafei Lander Jr. Cairo, Egypt 3.95 Data Science
Enzo Garutti Augusta Jr. Sao Jose do Rio Preto, Brazil 3.80 Business Administration
Mouad Naoui Lander Sr. Casablanca, Morocco 3.92 Business Administration
Rodrigo Perez Crespo Georgia College & State University Jr. Ourense, Spain 3.56 Marketing (Management Information Systems)
David Perret Augusta So. London, England 3.90 Business Administration
Andrea Sandrone Columbus State Jr. Saluzzo, Italy 3.50 International Business
Markus Sorenson Lander Sr. Oslo, Norway 3.93 Business Administration
Arthur Valette Augusta Jr. Lyon, France 3.94 Business Administration
Noe Villen Georgia College & State University So. Strasbourg, France 3.64 Finance



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Lackawanna County man develops Esports management game

Paul Capoccia made a name for himself in the worldwide community of Esports and created a video game set for release in the fall. The 31-year-old from Dunmore says he achieved this by saying yes to opportunities. Esports — short for electronic sports — involves multiple players and connect people all over the world. Capoccia […]

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Paul Capoccia made a name for himself in the worldwide community of Esports and created a video game set for release in the fall.

The 31-year-old from Dunmore says he achieved this by saying yes to opportunities.

Esports — short for electronic sports — involves multiple players and connect people all over the world. Capoccia dove into competitive videos games roughly ten years ago.

“The passion in Esports is really what drove me to it,” Capoccia said.

He connected with people in the industry and landed an opportunity commentating games on an international platform.

He says he remembers thinking: “I love this thing, I love doing it, and, oh my god, there’s actually millions of people out there that also love doing it too.”

The Dunmore native founded the Esports program at Marywood University and also coached collegiate players at Lackawanna College.

After learning a thing or two about Esports team management, he created a video game that immerses players in the behind-the-scenes of managing an Esports team.

Esports Team Manager

Esports Team Manager is a single player video game developed by The Brain Trust.

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The Brain Trust

Esports Team Manager is a single player video game developed by The Brain Trust.

Capoccia’s company The Brain Trust developed the Esports Team Manager game, set to release in fall 2025.

He describes it as a game within a game, in which players can manage players, finances and more.

“You’ll be playing the role of an owner, GM [or] coach of a fictitious esports team,” he explained. “You might be bringing them to scrimmages, getting scouting reports, trading players, changing the price of the hot dog at the stadium. You do all those sorts of things for this team that you’re managing in the game.”

Capoccia brought in a co-founder from the U.K., hired a few part-time employees and has partners around the globe.

Actual competing teams from North America and the Nordic countries will be featured in the game, he said.

“So it’s largely an international company, even though we’re just in a small office space in my apartment in Dunmore,” he said.

In the future, the company may develop other games and a second version of this one.

“Our goal is just really to be a grassroots effort that grows into something real big,” he said. “And, you know, really build this into a studio that can sustain itself and stay in the area.”

Saying ‘yes’

Capoccia has degrees in english and communications, but says one coding class he took as a student at Marywood helped him gain the skills to be a coder later on.

“The course was built around a book called ‘Introduction to Game Development,’” he recalled. “It’s like riding a bike. I really didn’t forget those foundational best practices.”

After learning more about coding on his own, Capoccia joined the TechCelerator program, created by the Greater Scranton Chamber of Commerce, which he described as a massive help.

The ten-week program administered by TecBRIDGE helps entrepreneurs in the early stages of developing a technology-based business.

“Techcelerator, in so many ways, was an opportunity to go, ‘I have this idea, should I quit my job and upheave my entire life to pursue it?’” he said. “For me and for a lot of us… the answer was yes.”

He said yes to the coding class, commentating and coaching Esports, the Techcelerator program and his business idea.

“Saying yes to things opened a lot of doors for me,” he said.

The game can now be wish listed on Steam, which is a way to keep track of the game’s release, and will be available to download for PC this fall.





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